Neko Fondateur
Messages : 184 Date d'inscription : 14/07/2013 Age : 25 Localisation : Ici, la plupart du temps.
| Sujet: ACE - Equipements Levels Up ! Sam 27 Juil - 7:34 | |
| C'est un peu le même principe que le script que je viens de poster sur VX .Sauf que celui ci est plus simple à configurer et il est pour RmvxACE. Auteur ; Fomar0153 Screen : Pour faire fonctionner ce script, il faut que vous installez celui ci ; Individual Equipementset celui là : (je crois que c'est facultatif mais osef, c'est cool si vous l'utilisez ) AP . SystemScript ; - Code:
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=begin Equipment Levels Up by Fomar0153 Version 1.0 ---------------------- Notes ---------------------- This script allows weapons to grow stronger and level up when they gain exp or ap. ---------------------- Instructions ---------------------- Requires my individual equipment script. (Make sure it is version 1.1+) Requires an AP script if leveling weapons using AP. Customise the variables in the module below to set up the script to your liking.
Notetags <maxlevel x> - adds a non-default max level to the tagged equipment. ---------------------- Known bugs ---------------------- None =end
module Fomar # If you only want to implement this for weapons or armours set # the following to false as you see fit WLU_WEAPONS_LEVEL_UP = true WLU_ARMOURS_LEVEL_UP = true # This script can be set up to use either EXP or AP # For AP you will also need an AP system. # true -> uses AP # false -> uses EXP WLU_USE_AP = false # Determines the order of the substitutions # true -> level, name # false -> name, level WLU_PREFIX = false # the %s are replaced by the level and name of the weapon WLU_VOCAB_WEAPON_NAME = "%s LV %s" # Default max level # set to 0 to only allow chosen weapons to level up WLU_DEF_MAX_LEVEL = 5 # Default stat increase per level (percentage) WLU_DEF_PARAM_INC = 25 # Set to false if you want the price of the item to be unaffected # by leveling up WLU_PRICE_LEVEL_UP = true # Default experience per level # I have provided two defaults, one designed for EXP and one for AP def self.WLU_EXP_FOR_LEVEL(item); return item.performance * 10; end def self.WLU_AP_FOR_LEVEL(item); return item.performance; end end
class Game_CustomEquip < Game_BaseItem alias wlu_initialize initialize def initialize wlu_initialize @exp = 0 @level = 1 end def gain_exp(exp) return unless levels? @exp += exp last_level = @level unless Fomar::WLU_USE_AP while @exp >= @level * Fomar.WLU_EXP_FOR_LEVEL(object) and @level < object.max_level @level += 1 $game_message.add(object.name + " levels up.") end else while @exp >= @level * Fomar.WLU_AP_FOR_LEVEL(object) and @level < object.max_level @level += 1 $game_message.add(object.name + " levels up.") end end end def levels? return false if is_nil? return (((is_weapon? and Fomar::WLU_WEAPONS_LEVEL_UP) or (is_armor? and Fomar::WLU_ARMOURS_LEVEL_UP)) and object.max_level > 0) end alias wlu_name name def name return nil if is_nil? return wlu_name unless levels? return sprintf(Fomar::WLU_VOCAB_WEAPON_NAME,@level,wlu_name) if Fomar::WLU_PREFIX return sprintf(Fomar::WLU_VOCAB_WEAPON_NAME,wlu_name,@level) end alias wlu_price price def price return nil if is_nil? return wlu_price unless levels? return wlu_price unless Fomar::WLU_PRICE_LEVEL_UP return (100 + Fomar::WLU_DEF_PARAM_INC * @level + object.price)/100 end def params return nil if is_nil? par = object.params.clone for i in 0..par.size - 1 par[i] *= 100 + Fomar::WLU_DEF_PARAM_INC * (@level - 1) par[i] /= 100 end return par end alias wlu_performance performance def performance return nil if is_nil? return wlu_performance unless levels? par = params p = 0 for pa in par p += pa end if is_weapon? p += par[2] + par[4] else p += par[3] + par[5] end return p end end
module RPG class EquipItem def max_level if self.note =~ /<maxlevel (.*)>/i return $1.to_i else return Fomar::WLU_DEF_MAX_LEVEL end end end end
class Game_Actor < Game_Battler alias wlu_gain_exp gain_exp def gain_exp(exp) for equip in @equips equip.gain_exp(exp) end wlu_gain_exp(exp) end def gain_ap(ap) for equip in @equips equip.gain_exp(ap) end end def custom_equips return @equips end # rewrites param_plus def param_plus(param_id) p = super(param_id) for equip in @equips p += equip.params[param_id] unless equip.is_nil? end return p end end
class Window_Base < Window alias wlu_draw_item_name draw_item_name def draw_item_name(item, x, y, enabled = true, width = 172) return unless item if item.is_a?(Game_CustomEquip) return if item.is_nil? end wlu_draw_item_name(item, x, y, enabled = true, width) end end
class Window_EquipSlot < Window_Selectable # rewrites draw_item def draw_item(index) return unless @actor rect = item_rect_for_text(index) change_color(system_color, enable?(index)) draw_text(rect.x, rect.y, 92, line_height, slot_name(index)) draw_item_name(@actor.custom_equips[index], rect.x + 92, rect.y, enable?(index)) end end
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